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August 3, 2015
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August 3, 2015
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Updates » Production
Don't Miss: Mega Man 9's producer on making a NES game -- in 2008 10
by Christian Nutt [06.08.15]
In this classic 2008 interview, Capcom's Hironobu Takeshita speaks to the difficulties (and freedoms) of crafting a true retro experience, and to his vision for the future of video game development.
Console/PC, Programming, Design, Production

Taking a game and making it better: Our incremental approach to improvement 5
by Gamasutra Community [06.08.15]
"You should not be afraid to throw away months of work in case that new, better ideas show up. In most cases, it pays off.
Console/PC, Indie, Design, Production

Don't Miss: The pro who fan-translated Nintendo's Mother 3 Exclusive 5
by Simon Parkin [06.05.15]
20 years ago today, Earthbound saw U.S. release. The sequel never came over, so pro translator Clyde 'Tomato' Mandelin took it upon himself to create a fan translation. This is his story.
Console/PC, Production, Exclusive

Video: Blizzard's chief on how to rule the world (of Warcraft)  
by Staff [06.05.15]
In this rare (and newly-unearthed!) footage from GDC Austin 2007, Blizzard head Mike Morhaime speak to the company's philosophy and outlook in the years after the launch of its smash hit MMORPG.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Exorcising game development demons with The Magic Circle 2
by Phill Cameron [06.05.15]
We talk to Question, made up of Jordan Thomas, Kain Shin and Stephen Alexander, about The Magic Circle, and how it exposes the frustrations of game development.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Get a job: Schell Games seeks an experienced Producer  
by Staff [06.04.15]
Enemy Mind developer Schell Games is looking for an experienced producer with an understanding of Scrum and Agile methodologies to join the team at its Pittsburgh, PA studio.
Console/PC, Production, Recruitment

Attend GDC Europe for data-driven advice on using IAP like a champ  
by Staff [06.04.15]
From designing sustainable in-app purchase systems to knowing when to license technology, these GDC Europe 2015 talks are all about equipping you to make good business decisions as a game maker.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Europe

An industry lifecycle 10
by Gamasutra Community [06.04.15]
Raph Koster on how platforms arise and are defined: New platforms are "distinguishing characteristic is that it is worse at the old sorts of games than the existing platforms, but better at something new."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Jamming with teachers: A schoolhouse game jam 1
by Gamasutra Community [06.04.15]
"Have a teacher on each jam team with an actual classroom problem they are trying to tackle, come up with a game solution for said problem, and have the teacher present on the jam team the whole time."
Indie, Production

10 things you should know about ... designers 23
by Gamasutra Community [06.03.15]
When working with designers, here's a short but crucial list of things to know -- "what we feel and hide from each other as we collaborate on a game."
Console/PC, Design, Production

The fine details of building a small-scale, exploratory platformer for mobile 3
by Gamasutra Community [06.03.15]
An in-depth postmortem of Nubs' Adventure, a charming 2D platformer for mobile -- with detailed breakdowns of how the production went, including time spent developing.
Smartphone/Tablet, Programming, Art, Design, Production

How Insomniac squeezed last-gen tech to build the open-world Sunset Overdrive  
by Bryant Francis [06.03.15]
How did the team at Insomniac Games tackle building open-world shooter Sunset Overdrive using a last-gen engine? This informative look back shares design and coding tips aplenty.
Console/PC, Programming, Design, Production

Don't Miss: How the developers of New Vegas took back Fallout 17
by Chris Remo [06.02.15]
In this important 2010 chat, Obsidian chief (and key team member on the original Fallout games) Feargus Urquhart discusses his team's approach to crafting New Vegas and returning to their heritage.
Console/PC, Design, Production

Riot and the makers of Hitman share production tips at GDC Europe  
by Staff [06.02.15]
The developers behind both League of Legends and the upcoming Hitman game will offer practical production advice and behind-the-scenes looks at their work during GDC Europe in Germany this August.
Console/PC, Social/Online, Programming, Design, Production, Business/Marketing, GDC, GDC Europe

The making of Flight of the Amazon Queen, a 20th anniversary retrospective 11
by Gamasutra Community [06.02.15]
A detailed look back at the development 1995 adventure hit from one of its lead creators -- a retro postmortem of an independently created PC hit, with details on every aspect of its creation.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

How I crowdsourced a game from kids, at a local event 4
by Gamasutra Community [06.02.15]
"I thought to myself: Whatís the target demo for the event? Well, it's MLK weekend, school's out, so its safe to assume lots of kids. So I then grabbed two boxes of paper, pencil, and crayons, and got to work."
Smartphone/Tablet, Indie, Art, Production

Video: How Unity and tools like it can stifle your creativity 6
by Staff [06.01.15]
Developer Cliff "Cliffski" Harris takes to the Indie Soapbox at GDC 2015 to deliver a tongue-in-cheek tirade about how Unity and tools like it keep developers from achieving their peak potential.
Indie, Production, Video, Vault

Don't Miss: Our 30th anniversary retrospective of Gradius 8
by Kurt Kulata [05.29.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago today, and in this feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How Sunburn! became a game about dragging your pals to their deaths 2
by Bryant Francis [05.29.15]
Worst-case scenario: your spaceship is gone, your crew is scattered, and thereís no hope for rescue. Your only option: Grab your crew and fly into the sun, so at least you donít die alone.
Smartphone/Tablet, Indie, Art, Design, Production, Video